182 lines
6.0 KiB
C#
182 lines
6.0 KiB
C#
// Copyright 2016 Google Inc. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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/// This script provides a raycaster for use with the GvrPointerInputModule.
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/// It behaves similarly to the standards Physics raycaster, except that it utilize raycast
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/// modes specifically for Gvr.
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///
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/// View GvrBasePointerRaycaster.cs and GvrPointerInputModule.cs for more details.
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[AddComponentMenu("GoogleVR/GvrPointerPhysicsRaycaster")]
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[HelpURL("https://developers.google.com/vr/unity/reference/class/GvrPointerPhysicsRaycaster")]
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public class GvrPointerPhysicsRaycaster : GvrBasePointerRaycaster {
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/// Used to sort the raycast hits by distance.
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private class HitComparer: IComparer<RaycastHit> {
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public int Compare(RaycastHit lhs, RaycastHit rhs) {
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return lhs.distance.CompareTo(rhs.distance);
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}
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}
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/// Const to use for clarity when no event mask is set
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protected const int NO_EVENT_MASK_SET = -1;
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/// The maximum allowed value for the field maxRaycastHits.
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private const int MAX_RAYCAST_HITS_MAX = 512;
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/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
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[SerializeField]
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protected LayerMask raycasterEventMask = NO_EVENT_MASK_SET;
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[SerializeField]
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[Range(1, MAX_RAYCAST_HITS_MAX)]
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/// The max number of hits that the raycaster can detect at once.
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/// They are NOT guaranteed to be ordered by distance. This value should be set to a higher number
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/// than the number of objects the pointer is expected to intersect with in a single frame.
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///
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/// This functionality is used to prevent unnecessary memory allocation to improve performance.
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/// https://docs.unity3d.com/ScriptReference/Physics.SphereCastNonAlloc.html
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private int maxRaycastHits = 64;
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/// Buffer of raycast hits re-used each time PerformRaycast is called.
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private RaycastHit[] hits;
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/// Used to sort the hits by distance.
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private HitComparer hitComparer = new HitComparer();
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public int MaxRaycastHits {
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get {
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return maxRaycastHits;
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}
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set {
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maxRaycastHits = Mathf.Min(value, MAX_RAYCAST_HITS_MAX);
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if (Application.isPlaying && hits != null && hits.Length != maxRaycastHits) {
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hits = new RaycastHit[maxRaycastHits];
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}
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}
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}
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/// Camera used for masking layers and determining the screen position of the raycast result.
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public override Camera eventCamera {
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get {
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GvrBasePointer pointer = GvrPointerInputModule.Pointer;
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if (pointer == null) {
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return null;
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}
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return pointer.PointerCamera;
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}
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}
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/// Event mask used to determine which objects will receive events.
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public int finalEventMask {
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get {
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return (eventCamera != null) ? eventCamera.cullingMask & eventMask : NO_EVENT_MASK_SET;
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}
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}
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/// Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.
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public LayerMask eventMask {
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get {
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return raycasterEventMask;
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}
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set {
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raycasterEventMask = value;
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}
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}
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protected GvrPointerPhysicsRaycaster() {
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}
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protected override void Awake() {
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base.Awake();
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hits = new RaycastHit[maxRaycastHits];
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}
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protected override bool PerformRaycast(GvrBasePointer.PointerRay pointerRay, float radius,
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PointerEventData eventData, List<RaycastResult> resultAppendList) {
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if (eventCamera == null) {
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return false;
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}
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int numHits;
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if (radius > 0.0f) {
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numHits = Physics.SphereCastNonAlloc(pointerRay.ray, radius, hits, pointerRay.distance, finalEventMask);
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} else {
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numHits = Physics.RaycastNonAlloc(pointerRay.ray, hits, pointerRay.distance, finalEventMask);
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}
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if (numHits == 0) {
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return false;
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}
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if (numHits == MaxRaycastHits) {
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MaxRaycastHits *= 2;
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Debug.LogWarningFormat("Physics Raycast/Spherecast returned {0} hits, which is the current " +
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"maximum and means that some hits may have been lost. Setting maxRaycastHits to {1}. " +
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"Please set maxRaycastHits to a sufficiently high value for your scene.",
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numHits, MaxRaycastHits);
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}
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Array.Sort(hits, 0, numHits, hitComparer);
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for (int i = 0; i < numHits; ++i) {
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Vector3 projection = Vector3.Project(hits[i].point - pointerRay.ray.origin, pointerRay.ray.direction);
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Vector3 hitPosition = projection + pointerRay.ray.origin;
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float resultDistance = hits[i].distance + pointerRay.distanceFromStart;
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Transform pointerTransform =
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GvrPointerInputModule.Pointer.PointerTransform;
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float delta = (hitPosition - pointerTransform.position).magnitude;
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if (delta < pointerRay.distanceFromStart) {
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continue;
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}
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RaycastResult result = new RaycastResult
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{
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gameObject = hits[i].collider.gameObject,
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module = this,
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distance = resultDistance,
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worldPosition = hitPosition,
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worldNormal = hits[i].normal,
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screenPosition = eventCamera.WorldToScreenPoint(hitPosition),
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index = resultAppendList.Count,
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sortingLayer = 0,
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sortingOrder = 0
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};
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resultAppendList.Add(result);
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}
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return true;
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}
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#if UNITY_EDITOR
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protected override void OnValidate() {
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base.OnValidate();
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// Makes sure that the hits buffer is updated if maxRaycastHits is changed in the inspector
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// while testing in the editor.
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if (Application.isPlaying) {
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MaxRaycastHits = maxRaycastHits;
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}
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}
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#endif // UNITY_EDITOR
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}
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